Mythic Paths are another stage of progression for characters of level 10 or higher. Unlike Multi-class Paths, they tend to represent a honing of a Class’ signature abilities as opposed to a branching out of specialties
You may take multiple Paths. However, in order to start a Mythic or Multi-class Path, you must finish the one you currently undertaking. Finishing a Multi-class Path allows you access to the Mythic Path of that Class.
It must be stated that Mythic Paths are not for every character. While they are intended for high-level progression – they are deeply intertwined in the lore and the themes of Seventh Kingdom IGE. Many will ask you to give something up or bind yourself to a powerful entity, organization or ethos. Power always has a price, as the Sorcerers of Midworld say.
As such, they are not intended to be fully balanced with one another – or even within themselves, with regards to Aberrant Paths. Some Paths may be outright barred from you because of your character’s affiliations, reputations and choices – as well as various world events that the Players have influenced. While it is intended that Mythic Paths will find followers among the Player Base, it is not expected that all Player Characters enter one or even follow one – Power enough can be found in the Multi-class Paths, in the Year Gifts and in powerful items one can obtain in their adventures in Seventh Kingdom IGE.
Lastly, entering a Mythic Path may make your character more powerful – but it will not make them so powerful as to not need allies or companions. Some Path features incentivize teamwork and some will require it for maximum efficiency. While solo adventuring remains a relatively viable option for the cunning and the fleet-footed, the challenges and threats of Midworld are meant to be faced together.
Entering a Mythic Path:
Each Mythic Path has a steep cost for entry, be it in lives, components or any other “currency”. Some Paths may need one or more attempts at entry. Almost all Paths will have some form of upkeep and all Paths will require the use of one of your Latent effect slots.
There are two primary hurdles that one must pass before entering a Mythic Path: Requirements and Instruction.
Requirements: These are skills, spells, feats or any other abilities that you must have before you may enter a Mythic Path. Other requirements may include the favor of a powerful entity, the possession of a specific item or the swearing of a Code of behavior (which you must maintain or lose the Path’s abilities). Also important are the physical representation or prop requirements that a Path possesses. These are markers that you have undertaken or completed such an arduous body of knowledge – failing to fulfill these physical requirements without Staff permission may mean suspension of Path features or even utter revocation of all Path features.
Instruction: Finding an instructor or a trainer for a Mythic Path can be as difficult, if not moreso, than fulfilling that Path’s requirements. Power calls to power and as such, almost all Mythic Paths have their secrets kept and occasionally granted by the powerful Kingdoms and Orders of Midworld. The common sources and trainers of a Path are described in a Mythic Path’s “affiliation” entry. Trainers of a Mythic Path that are not part of such a group are extremely rare, sometimes because that group hunts down those who do not have allies to shield them.
Progressing through a Mythic Path:
- After entering a Mythic Path, you advance through its tiers in an ascending order – starting from tier 1, going to tier 2, then 3, etc.
- To enter a Tier, you must first pay its listed build cost then spend 1 month learning it, similar to a skill. Learning a Mythic tier allows you to learn no other skills, feats, spells or any other abilities for that Month, even if you have the Master Researcher skill..
- Tier 2, Tier 4 and Tier 6 are special in that they offer several Path features instead of just one. However, you can only gain those features if you fulfill their prerequisites before or during that Tier.
- For example, Tier 2 of Mythic Path A grants Feature X (which has a requirement) and Feature Y (which does not). If you already have Feature X’s requirement, then you gain it at that tier. If you progress to Tier 3 without gaining the requirements for Feature X, it is barred from you henceforth – you have chosen your own way in walking this Mythic Path.
- Tier 7 of every Path requires a final trial, crucible or test by an NPC trainer or someone similar.
Aberrant Paths: Within each Mythic Path are a main branch and optional branches. These optional branches may be limited to certain alternate or regional styles that change the way the Path works (or bring additional options into play). For example, the Glacials of the Winter Dragon may have an optional branch that requires the patronage of Ymir instead of the power of the Winter Dragon.
These Paths share abilities with the main Mythic Path that they hail from. However, they may have additional requirements for entrance or maintenance. In fact, sometimes the instructor for an Aberrant Path is far more difficult to find that those who follow the main Path. On the other hand, Aberrant Paths may add or alter the features of the original Path to better suit their themes and purpose.
For example, the Shadow-slayer is an Aberrant Path of the Shadow-thief. A character progressing through the Shadow-slayer Path has many of the features of the Shadow-thief but some features are altered and some features are added to make up for the additional requirements that it has set forth. As per usual, no Mythic Path is for everyone and would-be initiates should leverage the strength of the path and compare them to the difficulty in gaining them.
Astral Arrowmancers can glimpse the threads of fate that bind all life, using their knowledge to change Fate or to seal it with a well-placed arrow.
The night sky and the twinkling stars have ever been above and beyond Midworld, yet entrenched in the ways of its peoples. Navigators use them to gauge direction. Priests worship the heavenly entities behind them. Much like navigators and priests, diviners and augurs often use these celestial bodies in their craft – charting fate and destiny in the lives of mortals.
The Path of Astral Arrowmancer flies in the same direction, but instead of merely foretelling the future, they change the world. Some are religious, trained by a church or a pious order. Others are mercenary and selfish, using their knowledge of the cosmos and the fates to improve their own lot in life. These Marksmen use knowledge, divination and intuition to reveal, to discover and to destroy.
Astral Arrowmancers imbue their divinations and archery with a subtle discipline, creating fortune and misfortune accordingly. Through their strange lores, they can ensnare everyone around them, discover (and exploit) the weaknesses of their enemies and even copy magical spells from others unto themselves. The greatest of Arrowmancers can even derive power and strength from the crafted misfortunes of their enemies – turning ill luck into spiritual might.
Abberant Paths: Two Paths diverge from this Mythic Path. The first is the Stygian Arrowmancer, who knowns not only of the stars and the fates, but also of the fell darknesses amidst the skies. On the other hand, the Ephemeral Arrowmancer seeks not the darkness but the mysteries and the powers within dreams and memory.
- any 10th level Marksman feature
- Blind-fighting skill
- Master Researcher skill
- Aura-sight skill
Affiliations: Of the peoples that possess the lores of this Path, the Jade Fleet and House Arius of Pendrakken. The former have rostered archers of this Path since even before they took to traveling overland instead of across the waters. The latter trace their own knowledge of the Path to divine enlightenment and revelation, refined with their own martial expertise.
On the other hand, Choir Eldressar is the loudest to claim their own origin of the Path. They believe that the Path hails from Eldarys, a Callasine hero from their old lores, known both for her archery skills and her wisdom.
Entrance: Initiates into this Path are often tasked to strange missions, such as the theft of an innocuous item or the recruitment of a common bandit leader. It is believed that these actions are ordered according to the fulfillment of a prophecy or fore-telling. Regardless of the actual mission, these would-be Arrowmancers must face massive hurdles and deadly perils, such as finding their target, fighting their target or even convincing their target.
Phys-rep Requirements: Those who have marked and tracked the movements of the stars are themselves marked by fate and destiny. This mark is usually upon the brow of the individual and typically in the form of a celestial body (a sun, a moon and/or a star). Although they are often believed to be totemic marks, these can be covered without penalty to the Arrowmancer.
Attunement: In order to gain the powers of this Path for the current Moon, an Arrowmancer must attune themselves to the cosmos. This requires the expenditure of a Latent effect slot, labeled with the name of this Path.
The Eyes of Heaven: With your attunement to the cosmos, you may attempt to align your own fortunes and fates to that of a different individual. As you progress down this Path, this connection can be used in different ways, harming or even healing others.
After studying a target for 60 seconds, you may apply the Eye of God unto others, similar to a 1st level Seeker (Priest) character except that you do not need to be the Chosen of a religion – this designation lasts for the remainder of the current hour or until you designate another. Invoke this ability as “Eyes of Heaven”. In addition to the bonuses granted to Seekers, this version of “Eyes of God” allows you to apply the bonus to damage to your normal ranged attacks.
You also gain the Spirit-Sight skill, if you do not have it yet.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Inflict Mishap (requires Patient Archer skill): When the stars align, they may inflict fortune or misfortune upon those beneath them. You may cast the latter upon your foes, using your knowledge of destinies and their weak points to inflict pain and chaos. When you use the Patient Archer skill, you may choose to perform a ranged weapon attack that inflicts a “Arrow, Weakness 10” or a “Arrow, Snare 10” in lieu of a Critical Strike. You may only do this on someone that you have designated as the current target of your “Eyes of Heaven” ability. Furthermore, your aim count may not be decreased or waived in any way while using Inflict Mishap.
Cure Mishap: Your ability to read others is such that their fates are uncovered to you even without the need to read their palm or know their birthstar. When you use the Aura-sight skill to read other people’s auras, you may respond with “no effect” when doing using the skill would inflict damage or a control effect upon you.
Furthermore, after 60 seconds of Channeling while near an Ark-stone and by expending a basic holy component, you may remove a Lesser or Greater Curse from a person within arm’s reach of you. You may also choose to remove a Lesser or Greater Disease. You may only do this on someone that you have designated as the current target of your “Eyes of Heaven” ability.
Otherworldly Perception: You are better able to read the fates and how they interact with you, even in the heat of the battlefield. When you use a “Blind Dodge” or a “Blind Evade”, it only costs you 1 SP.
Also, you gain the Witch’s Spirit Medium skill. However, this version of the skill allows you to allow anyone you maintain contact with the ability to see and whisper to spirits.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Defensive Divination: You may use the Eyes of Heaven ability to study an ally and designate them as the target of this ability. If you choose to do this, you may augment the Evade, Dodge or Parry feat with “Intercept”, similar to how the Champion sub-class does so to defend their comrades.
Astral Inquisition (requires Superior Tracker skill): When you use the Sense Hidden feat, you may expend 10 SP instead to say “Master Sense Hidden”. However, allows you to defeat the Master Camouflage skill and similar abilities of that tier, but not the Superior Camouflage ability.
When you each Tier 7 of this Mythic Path, you may instead invoke a “Superior Sense Hidden” – this defeats Superior Camouflage. However, in addition to costing 10 Spirit Points this surge of power Dazes and Weakens you for 60 seconds – these two effects may not be defended against or reduced.
Astral Secret: Once per Period, you may say “Astral Secret, Search the Soul” to a Game marshal, clarifying this feature to them. This functions exactly like the Read the Soul feature of the Seeker or the Bright Witch. However, instead of asking “Yes or no” questions, you may choose to ask for your target’s Race, Name and the Kingdom of origin. As per usual, Poker Face and similar effects defend against this – however, doing so requires 3 SP per question deflected. Also, you do not need to have spoken or interacted with the target – they merely need to be within your sight and within 50 feet for the beginning of the questioning. You will need a Game Marshall to assist in this ability.
Alternatively, you may expend your Astral Secret to bend your destiny to your favor. To do this, say “Astral Secret, Spurn the Stars – Heal 10”. You may do this during your first Death Count. When you arise however, you are afflicted by a Weakness and a Daze effect for 60 seconds as the fates are unkind to those who spurn them.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Ever Vigilant: Due to your own personal insight and your closeness to your faith your senses have become impeccably refined — visually blinding you has no effect because your other senses work to replace what you have lost. You may also say “Ever Vigilant, No effect” to attacks or effects that would blind you, except for Master-level Blind effects.
Lastly, you may attempt to catch arrow weapons or thrown weapons with your hands. Merely deflecting it (instead of actually catching it) inflicts its effects or damage upon you as though it hit you (even if it hit an illegal striking area).
Astral Reflection (requires Scribe Glyphic Cipher skill): After channeling for 60 seconds upon a willing target, you may copy a basic or complex Latent spell effect that they currently possess unto your person. This also requires a glyphic cipher of your creation (if the spell requires it), any component costs that the spell requires (plus an additional basic Shadow component) and a free Latent effect slot. You may only hold one spell in this way at any time and the spell invariably lasts only until the end of the current Moon.
Arrowmancer’s Insight (requires No One’s Fool skill): When others use the Resist Charm feat, the Poker Face skill or any other similar effect to resist your Gather Information or Sense Deception feats, inform them that it costs 2 additional SP. This has no effect on your Astral Secret feature (see Tier 5) and these penalties do not stack with those imposed by the No One’s Fool skill.
If someone is the subject of your Eyes of Heaven ability, it costs 3 additional SP instead.
Change the Stars: Once per Period, you may tinker with the alignment of the stars and the fates, rendering a powerful sense of ineptitude or clumsiness upon your targets. Invoke “Change the Stars” and throw up to five spell-packets – each one inflicts your choice of “Piercing Weakness 30” or “Piercing Daze 30”. These have no targeting restrictions.
Whichever effect you choose to inflict also siphons spiritual energy from your targets and the cosmos –regain 3 SP after this feature is used.
Furthermore, once per Short Rest, when you use Eyes of Heaven upon someone – you may declare the “Hatred of Heaven” instead. This increases the bonus to damage from +2 to +5 for your ranged attacks for this target and that target alone. Unlike “Eyes of Heaven”, “Hatred of Heaven” only lasts for the next five minutes.
Abberant Path: Ephemeral Arrowmancer
There are some that claim that the vastness of the starry sky is a macrocosm of the vastness of our own consciousness. . As the stars twinkle amidst an endless void, idea and emotion float and fade upon the seas of our own awareness. These philosophers and thinkers study not only the movements of celestial bodies but the ephemeral nature of thought and memory.
The Ephemeral Arrowmancer is an out-growth of these teachings, combining philosophy and archery into a lethal whole. These Marksmen are thinkers first and archers second, but their mental strength is beyond doubt. Through meditation, they have access to the minds and the wisdom of those that have passed. Even their own personal wisdom is of such immenseness that it can pass to others, granting insight and spiritual power in the midst of battle.
- You need to uncover and understand for yourself the basic concepts of the Ephemeral Arrowmancer
- Thesis of Power skill
Affiliations: Endless discourses of philosophy echo in the halls of Shen Terasu and in the sea-side athenaeums of the Minas Neheris in Callas Selvarion. These places are believed to also hold the secrets of this thoughtful Path.
On the other hand, quiet meditation upon the fates and destinies of the world shrouds Ixia’s Keepers of Fate and Morganna’s Graala. Those that would seek the power of the Ephemeral Arrowmancer could go to these sacred places – but these grim faiths tend to end the inquiries of seekers rather than reward them with knowledge.
In addition to the bonuses granted by “Eyes of Heaven”, your mind and spirit become fortified against mental assaults. You gain the Resist Charm and the Spurn Death feats if you do not have them yet. Furthermore, any attempt to use Charm effects or Detect Information effects upon you requires 3 additional SP. Clarify this to those who are using such effects upon you.
Wisdom of the Stars (requires Scribe Runic Cipher skill): While you have a Runic Cipher of that spell in hand, you may cast any Basic Witch Spell as though you had the spell’s prerequisites. You must have created this Cipher yourself, usually with the assistance of a Witch.
Instead of cursing your foes, you instead gain the ability to re-energize those around you and grant them (and yourself) a brief vision of future beyond the misty veil of dreams. To use this feature, the ability must be prefaced with 30 seconds of channeling (non-mobile and non-master only) and invoked as “Aethyric Enlightenment”. This is usable once per Period.
Doing this allows up to five people within “whirlwind range” to regain up to 3 Spirit Points. Furthermore, they get two “Expert” (0 SP) uses of the Dodge feat or the Parry feat (even if they don’t have either feat). These feats must be used within the next 60 seconds before the granted divination slips uselessly into the depths of one’s mind.
Abberant Path: Stygian Arrowmancer
The stars may shine and twinkle in the hearths of heaven, but it is darkness and emptiness that truly reign in the sky. The Path of the Stygian Arrowmancer aspects itself according this belief, choosing to draw upon the blind chaos of infinite entropy rather than in the skein of destiny and the threads of fate.
Stygian Arrowmancers are slayers rather than thinkers, enders rather than diviners. Moreso than other Arrowmancers, they bend fate and causality to their own design: the laws of the cosmos are to be bent and broken rather than followed. Through their powers they can hide their lies, redirect ills toward their targets and even reflect the wounds they would have suffered unto their attackers – all for a price.
- Know thy Enemy skill (rank 3)
- Camouflage skill
Affiliation: The secrets of the Stygian Arrowmancer is known only to a few shadowed orders and organizations. Among them are the Choir Caellinrah in Ixia and Clan Nemain in Fir’bolg, families peopled primarily by Twilight Elves who claim the origin of this Path.
Non-sheadling members of this Path are said to be found among the deep temples of the Bat-halai and the deathly Vigil of Rhelyeh. Both serve many-armed gods of death among the Riverfolk and the Labyrinthium respectively and are jealous with the secrets that they keep.
In addition to the benefits granted by “Tier 1: Eyes of Heaven”, you also gain the ability to trick the cosmos unto granting your misfortunes unto others. You gain the Redirect feat.
Also, when you are struck by an attack, you may augment the Redirect feat so that it only costs 1 SP. Furthermore, you may deliver the redirected attack’s effect upon the individual you have targeted with your “Eyes of Heaven” ability via melee strike or spell packet. As per normal with such abilities, the attack upon you is negated, regardless of whether your redirected strike hits or misses.
Moonlight Subtlety (requires Poker face skill): After channeling for 3 seconds, you may expend 3 SP, join your hands together or fold your arms and say “Moonlight Subtlety” to enter an unreadable state. For the next 10 minutes, as long as your bare arms or your hands are touching each other, any use of the Sense Deception feat, Gather Information, Read the Soul (or similar spells or feats) upon you may be responded with “No Effect”. Receiving any damage or preventing your hands and arms from touching each other prematurely ends this effect.
This feature is immune to abilities that increase the SP cost of Poker Face and similar defenses. However, Moonlight Subtlety cannot be used as a reaction or as a response – its defensive screen must be put up before inquiries are sent.
Tier 7: Total Eclipse (Replacement feature)
Within a total eclipse, anarchy and darkness reign supreme. Instead of gaining the ability to siphon energy from fate, you instead utterly twist and bent time and space to your own will – at some personal cost. Once per Period, you may say “Total Eclipse!” to utterly upend the dictates of fate and the cosmos according to your own twisted design.
For the next minute, you may invoke “Reflect” in response to taking damage from up to 5 different attacks of your choice. You cannot affect the damage of the appropriate Bane attacks (especially Shadow-Bane and Mortal-Bane). When use “Reflect”, you may negate the damage inflicted upon you and inflict it via melee strike or spell-packet upon the origin of the attack (and only upon that target).
Doing this renders you utterly vulnerable to the whims of destiny. After you use this ability, your second Death Count is reduced to only 10 seconds until the current Period has ended and you have completed a Short Rest. This means that killing blows automatically kill you if successful. While this affects you, your second Death Count cannot be increased.
The Laughing Tempest is the crashing storm and the raging whirlwind. They flit and flutter across the battlefield in a haze, as untouchable as the wind and as quick as lightning.
There are many Mythic Paths among the peoples and lores of Midworld, but few are as uncaring and as mercurial as the Laughing Tempest. In truth they are called by other harsher names, but no name is as apt or as fitting. They revel and carouse with the frequency of rain in muddy Morread and with the intensity of an Ishtari winter. Such acts often leave laughter and devastation in their wake, though the former is quick to leave when the latter is seen.
Thus, these Marksman are more often found outside the law rather than in its ranks. Those unguilded or unbound to order and brotherhood take to wandering settlements and villages, drinking and reveling savagely before taking their leave. However, those that would prey upon these folk always find them poor sport – Laughing Tempests are too deadly, too quick and too elusive for most predators and outlaws.
Indeed, Laughing Tempests differ from most Marksmen in that they excel in the close quarters that their brethren flee. Their ducking and weaving is too erratic to land powerful blows upon and their blades somehow find vitals and armor gaps. The greatest of these individuals can unleash a punishing torrent of steel and death upon those who dare approach them or strike savage blows from a distance. Few know what a Laughing Tempest is truly capable of, not even the Tempests themselves.
Aberrant Paths: Only two Aberrant Paths are known to diverge from this Mythic Path: the Hellfire Tempest and the Totemic Tempest. The former is corrupted Path, dedicated to chaos and destruction. The latter is a Path in tune with the wild and stormy aspects of Midworld.
- any 10th level Marksman feature
- Deadly Dance skill
- Expert Elixirist skill
- Tolerate Poison
Affiliations: Laughing Tempests tend to be loners, drifting in and out of society at their whim. Yet sometimes they are drawn to a few clans or orders that court them despite their anarchistic tendencies or even prefer these tendencies for their own purposes.
The Crimson Fleet among the Riverfolk and Shen Kaishu in Kenrei are two such groups. The former is known for its pirates and raiders while the latter has a few folk who follow after its mercurial founder.
It is also known that Gohrimm in Fir’bolg and the Rumbletum Clan of the Stone Clans tend to attract Laughing Tempests to their causes. The anarchy and carousing of these groups are a natural fit to this mad Path.
Entrance: Few Paths are more dangerous than that of the Laughing Tempest. Because of the erratic natures of these Marksmen, the trials and crucibles assigned to initiates are varied, but all of them are extremely deadly. It is comically common for initiates to retrieve an item, information or even a person of little importance to anyone, even their instructor.
Despite the trivial nature of the task, it is often hurdled by a dangerous circumstance such as being in the middle of a war, a disaster or even a hazardous area. Worse yet, the instructor will endeavor to increase the difficulty of the task, to see how the initiate can adapt and overcome at what fate can throw at them.
Phys-rep requirements: Laughing Tempests are known for their carousing and their drinking. For almost all of them, it has become a fine art – thus, the need for their own personal stein or bottle. These are always made of resilient material (either metal or combat safe), always ornate and always with the Tempest – in case of a sudden feast or party.
Attunement/Cost: In order to utilize any of this Path’s features, you must have imbibed an Elixir that bestows a latent effect – while you are affected by this, you may use the features of this Path.
Erratic Tempest: Whether you are inebriated or because of it, you dodge, duck, dip, dive and dodge with the best and worst of attacks. You may modify your Tolerate Poison feat. When you use it against an Ingested Poison or an Elixir, you may instead say “Acclimate Poison”, ignoring the brew’s normal effects and instead becoming inebriated in-game for the next hour. When inebriated in this manner, you cannot resist Charm effects and you cannot stagger faster than a walk. You can still tell allies from foes but, you do not know how.
While you are inebriated in-game or while you are using the Deadly Dance skill, your movements become difficult to track. Whenever you spend SP to use the Dodge feat, you gain an “Expert” use of the Dodge feat that is usable within the next 10 seconds. Using this “free” Dodge prevents you from using any other ability or effect as a response to using the Dodge feat and vice versa.
Furthermore, when you activate Deadly Dance, you may instead invoke “Tempest Dance” to add the bonuses of Point-blank Shot, Sneak attack or Missile Specialist to your melee Flourish attack while the Tempest Dance continues. This adds to any Backstab or Dirty Fighting bonuses that might apply.
In Vino Virtus (requires Potent Potables skill): The bonus to your maximum HP granted by the Potent Potables skill is doubled for the remainder of the current Moon. As usual, this will not stack with any other temporary increases to maximum HP.
Furthermore, if you imbibe an Erudite Elixir of your own creation, you may choose to temporarily benefit from a different skill or feat instead of Great Strength. Choose one from the list below:
— Iron Fist
— Spirit Sight
— Spurn Death
Tempest Snapshot (requires Snapshot skill): Though lethal in both close quarters and at a distance, you can create space between yourself and an enemy with a mere flick of the wrist. Invoke “Tempest Snapshot” to replace its damage or effect with “Piercing Knockback 5”. This costs you 0 SP to perform and as usual, negates the need for an aim count.
If you use Tempest Snapshot in this way, you may use it again only after 1 minute instead of waiting for 5 minutes.
Tempestuous Trickster: Your store of tricks and tactics increases with every battle you win or run away from. Not content to use your own abilities, you have stolen tricks from other professions and fighting styles to supplement your own. Once per Moon, you may invoke “Tempest Trickery” which grants you one ability of your choice from the list below:
- The “Reversal of Fortunes” feature of the Swashbuckler sub-class
- The “Stride of Five Winds” feature of the Zephyr sub-class.
- The “Acquisitions Expert” feature of the Scoundrel sub-class, defensive function only.
Laughing Mockery (requires Mocking Words or Mocking Shot feat): When you use the Mocking Words or Mocking Shot feat, you may inflict its effects as a “Wave 3” effect.
Furthermore, for up to 60 seconds afterward, you may apply the damage bonus granted by the Missile Specialist, Sneak Attack or the Point Blank Shot features without fulfilling the necessary positional or ability requirements.
Chaotic Mystery (requires Poker Face skill): When you are subjected to an ability that allows others to ask questions of you (e.g. Gather Info feat, Read the Soul) in a yes or no manner, you may invoke “Chaotic Mystery” and clarify to your questioner that you have the ability to lie about one of the answers that you give. You may lie about only one answer. You must be conscious and above 0 HP to use this feature.
Tempestuous Bedlam: You gain the Redirect and the Dance of Shadows feats, allowing you to survive a concentrated assault on your person or borrow an enemy’s attack and turn it unto another target.
Furthermore, the difficulty of others to strike you with spells and weapons has also significantly increased. The Dodge and Evade feats now cost only 1 SP for you to use.
Flee as the Wind (requires Flee the Scene feat): Catching you is an incredibly difficult task, made impossible by the zig of your zag and the chaos of your movements. When you use the Flee the Scene feat after performing a “Fleeing Count” for at least 10 seconds, you cannot be pursued. Invoke this feat “Flee as the Wind” instead, clarifying that no Detect Escape feats/spells such as Pursue Quarry may be used upon you.
However, when you arrive upon your location, pushing your body and mind past its limits catches up to you, inflicting a Killing Blow that inflicts 30 points of damage. To use this feature, the fleeing count cannot be reduced or waived by any effect. Many Laughing Tempests that use this feature do so only when they can survive the cost of their egress, through abilities or items that defend against the damage or by being tougher than the inflicted damage.
Healing Laughter (requires Song of the Heart): When you use the Song of the Heart skill to revive someone in their Death Count or Critical Death Count, you may also heal them for 10 HP.
However, if your song or composition makes your target laugh in-game AND out-of-game, you may heal them for an additional 10 HP.
Soar Skyward (requires Athletics skill): While in a Tempest Dance, you may augment the Dodge feats that you use, prefacing them with “Leaping”. After you do this, you may “Fly” for 3 seconds in a straight line, following all the rules and limitations for doing so.
Punishing Tempest: Once per Period, you may strike in every direction at once, punishing and repelling enemies and allies that have gone too close.
You may say “Punishing Tempest” and follow it with two consecutive whirlwind attacks: “Whirlwind 30 damage” and “Whirlwind Knockback 10”.
Afterward, you may release this torrent of steel through three precise melee or ranged weapon strikes that inflict a “Piercing, Knockback 10”
Alternatively, you may instead release this torrent of steel through five precise melee or ranged weapon strikes that inflict your choice of either “Piercing, 20 damage” or “Piercing, Knockback 10”
Abberant Path: Hellfire Tempest
The Hellfire Tempest takes the destructive abilities of their progenitor Path to the next level, reveling and feasting upon death and devastation. Not content with skill and luck, these Marksmen broker pacts with Demons to garner even greater strength and power.
The result is a hellish creature wielding and hurling fire and death upon their enemies. To battle a Hellfire Tempest is to battle a firestorm – they are strengthened with every death that they sow and their blows burn with unending wrath. The greatest of their number can explode in anger and hellfire, flickering from sight to reappear elsewhere and ready to continue killing.
- Archer’s Wrath skill
- The favor of a Hell-fire aspected Demon Lord
Affiliations: Contact and contract with demonic forces is a requirement of this Path, which is why the Qabbalim (specifically the Vigil of Halak) and the Spiral Cabal of Malak Travak are the known trainers of the Hellfire Tempest. Despite their associations however, these Marksmen are always abroad on some mission – the leaderships of these organization has found Hellfire Tempests of better use and of least harm to be away from vulnerable and flammable holdings and buildings.
On the other hand, the Burned Men Warband in Jotunbrud and the Firerunner Clan of the Grellken run and fight alongside their Hellfire Tempests. The fact that these groups tend to be largely combative, battle-focused and devastating revelers helps much to alleviate the disadvantages of keeping the Hellfire Tempests around.
You may further enhance the abilities of the Deadly Dance at this tier, becoming hellfire and fury. You gain the abilities described in “Tier 1: Erratic Tempest” in addition to the enhancements listed below.
When you enter a Deadly Dance, you may instead invoke it as “Killing Tempest”. It grants the benefits outlined by the skill plus the augmentations outlined in the entire Path plus the abilities listed below:
- Hellfire blades: your melee and ranged attacks in this form may strike for fire damage or mortal-bane damage.
- Hunger for Souls: Whenever you perform a Killing Blow while in a Killing Tempest, you may heal yourself for 20 HP, similar to the Soldier’s Wolf of War feature. This is usable once every minute.
Destructive Lore: Your Demonic Patron grants you the ability to unravel elemental bonds and magical constructs with your willpower. You gain the Sorcerer’s Word of Disjunction spell and the Disjunct Item skill of the Alchemist.
Furthermore, after a 5 minute ritual, you may also transmute a Basic, Rare or Pure component of any type (except Prismatic components) into a Demonic or a Fire component of the same type as though you were a Transmuter with the necessary formula.
Once per Period, you may explode with hellish flame, vanishing temporarily and appearing elsewhere.
To use this ability, you must first Channel for 2 seconds. You are considered to have the Channeling Mastery skill for this Channeling count. Afterwards say “Hellfire Tempest, Whirlwind, 30 Mortal-bane!” This attack inflicts 30 points of mortal-bane damage upon everyone within a one-handed weapon’s reach of you.
After this ability is used, you must place a hand over your head to indicating that you are invisible for 30 seconds. While you are invisible, you may only proceed on a walk and must vocally count “Invisible 1, Invisible 2, Invisible 3…Invisible 30”. Furthermore, Invisible characters cannot be attacked unless they become no longer invisible or they are attacked by Global, Whirlwind or similar damaging effect. While invisible, you cannot speak in-game, aim, attack, cast spells or perform any other actions besides standing or walking.
Abberant Path: Totemic Tempest
Wind and storms ravage Midworld, dancing and feasting before leaving naught but debris and clear skies. Little wonder then that some Marksmen take to the Path of the Totemic Tempest, desirous of the same power and the same apathy that the wind bears for mortals. Only those who pass the trials and the crucibles of a Great Totem can harness its incredible powers and allowing their flesh and thews to become a cutting, vicious wind.
Unlike the other divergences of this Mythic Path, Totemic Tempests tend to be more spiritual, almost zen about their lifestyles. The few who can identify them for who they are have said that they tend to act more subdued, yet with greater clarity of thought and intent than others. Then again, they have also been reported to have the same insanities that plague most adepts.
Despite their shortcomings (or perhaps, because of them), the Totemic Tempest is a swift ally and a terrible foe. They can allow the Totemic force within them to enhance their speed and their strength in battle. They are granted access to spiritual abilities of sight and healing. These Marksmen can even summon gusts of wind to repel enemies or protect themselves.
- You need the favor of a Great Totem
- Master Transmuter skill
Affiliations: Most known and feared of the Totemic Tempests are those that belong to the crazed Bloodscreamer Clan of the Grellken and of the shamanic Stormgrimm Clan of the Stone Dwarves. The former is blessed of Oyala, a war god of storms and bloodshedding. The latter is a clan that reveres and emulates the power of lightning and thunder.
Yet, beyond these two clans, Totemic Tempests can be found across Midworld. The Mardalla, the Chosen of the stormy Goddess Marda, have some of these Marksmen in their ranks, fighting demons and evil as their faith demands. At least several members of House Rayne in Pendrakken follow this Path and the mercurial lifestyle of the first Rayne, much to the chagrin of their more traditional brethren.
Phys-rep Requirements: Fate-Dancers must display a Totemic Mark, similar to what an Adept is required to have on display. The Mark changes to either a Moon Mark or a Storm Mark depending on what kind of component is sacrificed (see below).
Additional Attunement/Cost: You must sacrifice a basic Shadow OR a basic Lightning component (choose one) to the Totem within you.
You do not get the Erratic Tempest feature. Instead, you may sacrifice a basic Wind or Lightning component to the Totem that now resides within you. Depending on which type of component you used, you may use the Zephyr’s North-wind Dance or Storm-crow Dance once per Period as if you were a 1st level Zephyr.
Features that rely on the Tempest Dance now function when you are in a Totemic Shift or while you are in a Deadly Dance.
Spiritual Convergence (requires Aura-sight skill): You gain the Spiritual Communion feature of the Adept, granting you the Spirit Sight skill and the ability to create an in-game light source.
Furthermore, Basic feats and skills with the word Totemic in their name or those of the Totem-type may be learned as though you were an Adept. For the purposes of these Feats and Skills, you are a Zephyr and your Totem is either Storm (lightning) or Winter (wind), depending on the type of component you sacrificed.
At the seventh Tier of this Mythic Path, you gain similar access to complex Totemic or Totem-type feats and skills.
Adept of the Laughing Wind: You do not get the Punishing Tempest feature. However, if you sacrifice a total of 3 basic Lightning or 3 basic Wind components to your Totem, you gain the special damage bonuses of either Dance (choose one) for the remainder of the moon, regardless of whether you are in a Totemic Shift or not.
Furthermore, while you are using your Totemic Shift, you gain the ability to cast the “Gift of Tempest Winds spell”, as though you were a Witch. For the purposes of this spell, you may channel as though you had the Mobile Channeling skill.
Lastly, you may expend a use of Tempest Trickery to use the Zephyr’s “Soul of Five Winds” ability.
These archers use high Artifice and Weaponsmithing to take their marksmanship and versatility to greater heights.
At only about a hundred years old, the Machinist Sharpshooter is a Path newer to the scene of Midworld than most. It takes the complexity of Midworld’s crossbows and adds another layer of Machinistal convolution in the name of enhancement and military power. Each and every Machinist Sharpshooter has their own personal and custom-built “Dragonbow” – though they may name it in whatever fashion that they desire, such as “Bianca”, “Vera” or “Ruiner”. In the hands of anyone else, the Dragonbow is merely a finely made crossbow, but to the Machinist Sharpshooter, it is death itself.
The followers of this Path are not merely archers, but they are also builders and sometimes “artists”. They look at their craftsmanship not as mere work but as the expression of their genius. More artistic Machinist Sharpshooters embrace the eccentricity of their stereotype, fashioning themselves as the leaders of their craft and adorning themselves accordingly. Those that employ them are usually willing to tolerate their idiosyncrasies and oddities – so long as they accomplish what needs accomplishing.
And to those ends, the Machinist Sharpshooter is especially blessed with options. The arrows and bolts of their Dragonbows pierce through shields with ease and every augmentation the Sharpshooter places upon it makes it even more deadly. With a weapon cord or weapon chain, these archers can pull a target to themselves or else fly themselves toward a tree or a building. The greatest of these Marksmen can unleash a volley of steel in a manner that befits their power and their skill – perforating even the most elusive of targets.
Aberrant Paths: The Path of the Machinist Sharpshooter has not been around for very long but some intrepid artificers have found ways to improve on its techniques and methods. The Sorcerous Sharpshooter is one such Path, mingling dangerous magics with ingenuous artifice. For their part, Golemic Advancements has improved on their original design with the Elemental Sharpshooter, adding alchemy to artifice with amazing results.
- any 10th level Marksman feature
- Patient Archer skill
- Master Weapon-smith skill
- Master Artificer skill
- Vorpal Crossbow with the Gryphon Scope attachment – they both must be crafted by you.
Affiliations: The Machinist Sharpshooter is a widely known Path among the Dwarves of the Iron Kingdom – every Major Guild, as well as the Throneguard, possesses a few of these archers on their roster. This is mainly because Golemic Advancements, the creator of this Path, allowed its knowledge to spread across Malak Travak and even across Midworld.
Thanks to their benevolence, the Riverfolk’s Azure Fleet, Kenrei’s Shen Tetsu, Gotterdammerung’s Krieger Nibelung and even the Mjordir of Jotunbrud have their own Machinist Sharpshooters.
Entrance: Initiation into this Path usually comes at the cost of obeying exacting and/or eccentric instructors. Initiates are sent on several missions that usually involve finding (or stealing) rare and valuable materials from dangerous areas (or watchful guardians). Usually these missions culminate in the creation of a prototype device – one which a benevolent instructor will allow their trainee to use or copy. On the other hand, a malevolent instructor may well use it to kill or otherwise condemn their student.
Phys-rep Requirements: A finely made crossbow with a scope that follows the usual physical requirements. However, this crossbow must be ornamented and stylized in a manner that befits the mechanist theme of the Path or its features will not function. You may only have and maintain one such crossbow at a time.
In addition, some of this Path’s abilities require a Variable Runic Apparatus and will not function if you do not construct one for your own use.
Attunement/Cost: After you begin your journey upon this Path, you and your Dragonbow become inextricably linked. To benefit from its deadly abilities, you must attune the Dragonbow to yourself with a Minor component (see tier 1).
In addition, some of this Path’s abilities require the construction and use of a Variable Runic Apparatus.
Dragonbow Expertise: In the hands of a Machinist Sharpshooter that created it and who is attuned to it, a “Dragonbow” becomes a weapon of immense power capable of punching through flesh, bone and shields with ease. Attunement requires a minor component (of any type), 1 minute of role-play and a latent effect slot.
When you use the Patient Archer skill and aim for 10 seconds, you may choose to waive the SP cost for the Pierce Shield feat or the Knockback feat. In addition, the damage of the former is increased by +5, representing the inherent mechanical power of the Dragonbow. If it is a Small Crossbow, the damage is increased by +2 instead of +5 – however, you only need to aim for 5 seconds in order to inflict a Pierce Shield or a Knockback effect.
Whenever you do this, you are immediately afflicted by a “Knockback 3” effect. Regardless of your skills, you may not move faster than a slow walk (heel-to-toe) while aiming in this way.
Lastly, the damage inflicted by your Dragonbow is increased by 1 – this increase to damage does not stack with the increase granted by the Maker’s Mark skill.
Runic Craftiness: By expending a Once per Period use of your Variable Runic Apparatus, you may spend 1 minute Crafting to quickly produce three Crafted items that you have the recipes/formulae for.
Furthermore, you may allow others to use this feature on your behalf but it expends a use for the Period.
Custom-built Killer (requires Master of Augments skill): When you use a special attack granted by a Weaponsmith Augmentation or Elementalism Augmentation upon your weapon, its damage is increased by 5 points. Furthermore, Augmenting Elementalisms and Weapon Augmentations that you place on weapons last one month longer.
This bonus stacks with the bonuses granted by the Master of Augments skill and the Alchemical Weapon-master skill.
Vorpal Bolt: You may invoke your Dragonbow’s “Vorpal Strike” attack as “Vorpal Bolt”. This allows you to turn the attack into a Piercing attack.
Furthermore, while attuned to you, your Dragonbow becomes immune to Sunder attacks while you are alive and you may parry with it as though you had the Bow Defense skill.
Furthermore, if it is broken, lost or stolen, ten minutes of meditation (one minute with a Variable Runic Apparatus) allows you to summon it to yourself, fully repaired.
Trap-springer: When you are hit by a trap, you may halve the amount of damage or control effects you would normally take. This also includes the effects of disjuncting a Conjuration through the Skullduggery or Artificer skills.
Alternatively, you may say “Trap-springer’s Luck” and spend 2 SP to redirect the effect of a Trap you just received to another target within “whirlwind reach” of you. You may only redirect a Trap’s effects to someone who is not affected by the Trap (yet).
Also, you gain the Cautious Harvester skill of the Survivalist profession if you do not have it yet.
Harpoon Arrow (requires Weapon cord formula [learned]): You may alter the function of your weapon cord, if you have one attached to your Dragonbow. After 4 seconds of aiming, you may say “Harpoon Arrow” and inflict your choice of a “Snare 10” or a “Grapple 10” with a spell or arrow-packet. If you choose the latter and the target is at a distance, they must take up to 10 steps toward you – although contact with another individual or an obstacle will break this effect (for the purposes of safety).
After using this ability, a field repair done upon your weapon will allow you to use it again. You may use this with a Weapon Chain, but it still must be field-repaired to be used once more.
Once per Period, you may overcharge the power of your Variable Runic Apparatus – allowing you to perform one of the abilities listed below while you are holding it. This does not expend any of the Per Period uses of your Apparatus.
- Explosive Escape: While holding the Apparatus aloft, invoke “Explosive Escape” to perform a “Whirlwind Knockback 10”. This is immediately followed by an “Escape 100” effect, done as though you had successfully used the Flee the Scene feat.
- Mending Flux: While holding the Apparatus aloft, invoke “Mending Flux” to allow yourself to regain up to 20 HP. Furthermore, you may grant this healing to three other nearby allies via touch or weapon touch. Instead of granting healing, they may instead bestow a “Revive, heal 5” effect.
- Tiny Tornado: While holding the Apparatus aloft, invoke “Tiny Tornado” to summon a miniature whirlwind within the Apparatus. You may throw up to three spell-packets that inflict a “Piercing Grapple 10” effect, essentially pulling these creatures toward you.
Alternatively, this may be used to launch yourself and fly for 5 seconds in a straight line – you suffer the normal benefits and restrictions for flying and receive 10 points of damage when you land.
Versatile Crafter (requires Versatile Tinker skill or Master Researcher skill): While holding your Variable Runic Cube and a basic or complex Wyrdic Cipher, you may create the item on the Cipher without knowing the required skill. This expends a Once per Period use of your Variable Runic Apparatus.
Companion Apparatus: When crafting a Weapon, Weapon Augmentation, Elementalism or Artificer Device, your Variable Runic Apparatus assists you in the endeavor, managing the energies of the Ark-stone and acting as a helper that possesses your own crafting skills. Your Apparatus must be on the table or workspace (and thus, vulnerable to theft). This may reduce your Crafting time if Freehold has achieved Rank 1 of the Production Domain.
Grappling Arrow (requires Harpoon Arrow feature): You may use Harpoon Arrow on a structure or obstacle that is at least twenty feet tall, such as a Tree, an Inn, or the top of a ditch that you are standing at the bottom of, to fly for 5 seconds (“Flying 1, Flying 2… Flying 5!”) While flying, you are immune to melee attacks, but can take no other action. Due to the nature of your “flight,” you cannot even use the Dodge or Evade feat, and may only move towards the object you’ve grappled onto.
This can instead be used on a destination of at least twenty feet below you, but in doing so, you take 20 points of damage, as you are literally plunging yourself towards the ground.
This counts as a use of Weapon Cord for the purposes of field-repair. You may use this with a Weapon Chain, but it still must be field-repaired to be used once more.
Special Note: This skill is not intended to encourage players to actually jump down distances of twenty feet or greater. It is intended only for use on ingame obstacles that are described as being twenty feet deep. For the purposes of safety, never attempt a maneuver that would risk bodily harm for you or another player.
Vorpal Volley: Through advanced machinery within your Dragonbow and your own intimate knowledge of its workings, you may launch a deadly flurry of arrows.
Once per Period, you may expend your Dragonbow’s “Vorpal Bolt” to launch a volley of attacks with your Dragonbow without aiming. After aiming for 5 seconds, invoke this special attack as “Vorpal Volley” then throw three arrow or spell-packets that each inflict the damage of your normal attack plus five or a “Knockback 10” effect, all as Piercing attacks. If you are using a Hand-crossbow, you instead launch five arrow packets or spell-packets. While performing this volley, moving from your location interrupts it and expends the remainder of the attacks uselessly.
Immediately after your attack, you are affected by a Knockback 5 effect, repelled away from the last target you attacked.
Lastly, the damage inflicted by your Dragonbow when you use the Pierce Shield feat is increased to a total of +10 if your Dragonbow is a heavy or a medium crossbow or a total of +5 if it is a small crossbow. This overlaps with the similar bonuses provided at Tier 1.
Abberant Path: Elementalist Sharpshooter
The Elementalist branch of the Alchemical arts has ever been a volatile subject when it comes to its handling and its military application. As it stands, elementalisms tend to be dangerous to use, with the merest misstep or a stray strike meaning peril and possibly death for their users. Those who follow the Path of the Elementalist Sharpshooter have studied the hazards, weighed the benefits and decided to continue on their potentially explosive journey anyway.
- Master Elementalist skill
Affiliations: The Elementalist Sharpshooter was created by the Golemic Advancements guild in secret, to grant them and their guards an edge over their primary enemies: the other major guilds in the Iron Kingdom.
Despite their secrecy however, the lores of this potent Path were stolen by several enterprising thieves who have since sold them to the Bronzenkranz guild of Gotterdammerung’s Krieger Nibelung and the Steel Serpent guild in the Labyrinthium. Incidentally, these two guilds are the only ones with the specialized knowledge necessary to even re-create the special Dragonbows of this Path (outside of Golemic Advancements, of course).
Tier 1: Elemental Arrows (Additional feature)
In addition to the bonuses granted by Tier 1: Dragonbow, you are granted the feature below.
Depending on the type of component you used to attune yourself to your Dragonbow this month, you may also change the type of damage that you inflict when using this weapon:
Metal or Lightning component — Lightning Damage
Demonic or Fire component – Fire damage
Water or Wind component – Ice damage
Earth or Holy component – Silver damage
Shadow or Death component – Shadow damage
You may switch from normal damage to the elemental damage that you have access to after 10 seconds of Channeling – this change persists until the next Period or until you switch again.
Explosive Disjunction (requires Disjunct Item): After 5 minutes of role-play at an Alchemy Lab, you inflict and suffer a “whirlwind 10 damage” attack followed by a “whirlwind daze 60”. The most important result of this action is the disjunction of a Basic, Rare or Pure component of any type (except Prismatic components) to the next lower tier as though you were a Transmuter with the necessary formula.
In addition, you may reduce the amount of time required to do this or the Disjunct Item skill by expending 10 Spirit Points. This reduces the time from 5 minutes to 1 minute.
Once per Period, you may prepare three special arrows that combine the benefits of a single Elementalism and an Arrow. Expend a single dose of an Attack Elementalism (basic or complex only) to do this and spend 5 minutes at an Alchemy Laboratory to do this. You may only maintain three such arrows at a time, due to their volatile nature.
Within the current Period, you may use these arrows, though they have to be used one after the other. To do so, aim for 5 seconds then expend the Vorpal Strike property of your Dragonbow, invoking “Alchemical Volley”. Immediately afterward, hurl all three spell-packets, one after the other at your intended targets. These attacks inflict the Dose of the expended Elementalism, except as a Piercing attack.
Immediately afterward, you are affected by a Knockback 10 effect that repels away from your last intended target. This also happens if you take damage or a control effect while in the middle of using “Elemental Volley” – additionally, the remainder of the attack is considered expended and you also take the effects of the prepared arrows that you were about to throw.
Abberant Path: Sorcerous Sharpshooter
Few are of sufficient skill to tamper with the formula of Dragonbow creation and fewer still are brazen enough to do so with the perilous art of Sorcery. The Sorcerous Sharpshooter is a Path walked by only the relentless and the heartless, since the creation of its version of the Dragonbow involves the souls of those who are close to the Marksman.
Those who dare to wield its power and do so successfully stand much to gain, however. To these women and men the veil of magic has been parted — they are able to dispel or even copy magical energies to their benefit. In addition, these archers may launch bolts of power that that can tear apart the life essence of mortal creatures or even the wood and steel of a shield. Even the allies of the Sorcerous Sharpshooter would do well to avoid their wrath –the wounds, agony and death that they inflict only serve to reinforce their own lifeforce, leading them to dispense with arrows and injury at the tiniest of provocation.
- Instead of a Vorpal Crossbow, you must have a Hellforged Crossbow with a Gryphon Scope.
- Master Transmuter skill
- Aura-sight skill
Affiliations: Only two groups would dare flaunt and modify the “genius” of the Golemic Advancements guild: the Spiral Cabal guild and the Golden Fleet of the Riverfolk. These two organizations roster sorcerers and witches amongst their numbers and have been accused of practicing dangerous and dark magics – their combined efforts have yielded the Path of the Sorcerous Sharpshooter.
Their creation and employment of this Mythic Path has earned them no small amount of enmity from the Golemic Advancements guild. Fortunately, it has also earned them no small amount of fear and awe from their rivals and enemies.
Additional Phys-rep requirements: Your Dragonbow must adhere to the requirements set by the Hellforged Weapon formula in addition to being ornamented and appearing of masterful quality.
Sorcerous Dragonbow: Instead of using a Vorpal Crossbow as a base for their weaponry, Sorcerous Machinists use a Hellforged Crossbow – empowering it with souls and spite. The requirements of the Dragonbow and the Path remain more or less the same, except where the Hellforged weapon requires more. That said, the hellish nature of the weapon allows you to change the damage of your attacks with it into “Mortal-bane” type damage.
Also, whenever a Machinist Sharpshooter feature would require you to expend the Vorpal Strike property, you may expend the Hellfire Reaving property instead to achieve the same effect.
Furthermore, while you wield your Dragonbow, you receive vitality whenever you bring down a target. Whenever you bring an enemy to 0 HP with an attack or whenever you perform a Killing Blow while wielding this weapon, you may respond with “Sorcerous Dragonbow, Heal 20” to regain up to 20 HP from the pain and the spirits of those you have hurt.
After aiming for 5 seconds, you may expend a use of Hell-forged Crossbow’s Hellfire Reaving to instead inflict the effects of the Oath of Destruction spell, as cast by a Master of Destruction. These attacks are inflicted as Piercing attacks. The damage of these attacks cannot be further augmented.
Alternatively, you may expend Hellfire Reaving and 2 SP to inflict the effects of the Word of Ruin spell, sundering a weapon or shield with an arrow or spell-packet.
If you successfully hit with at least one of the attacks listed above, you may invoke “Ruinous Healing , heal 20” to regain up to 20 HP. This healing occurs after the attacks have been made.
Sorcerous Conduit (requires Master Researcher skill): By channeling for 60 seconds while holding either your Variable Runic Apparatus or your Sorcerous Dragonbow, you may copy a latent spell effect from a willing target to either yourself or a different willing target. Both targets must be within arm’s reach of you.
Alternatively, you may use this ability to dispel all the latent effects from a willing or unwilling target, similar to the Glyph Shaper skill.
*Made with the submitted suggestions of Thomas Esemplare
A combination of superior tracking skills, tactical mastery and an unbreakable will makes this marksman a powerful ally.
The wildernesses of Midworld are a wonder to behold, from its verdant forests to its majestic mountains. These places are also filled with horrors and beasts, creatures of fang and claw. None of these predators can compare to the strength of the Relentless Huntmaster, who melds cunning, might and the power of a hunting pack – all to pursue their goals and their prey.
As respected as they are feared, the followers of this Path usually find their talents in high demand. Lords and guildmasters will always have enemies to find, armies to fight and land to patrol. Of those Huntmasters who do not live by themselves and their Pack in the wilderness, most find service under the banner of a master that aligns with their goals and ethos. Some Huntmasters align themselves with their own personal cause such as the destruction of demons or the preservation of their people – while unattainable in the span of their life, these goals match well with the ever seeking, ever hunting nature of this Path.
The Path of the Relentless Huntmaster is a perilous one but those who gain mastery over its power stands not only to be a deadly predator but a mighty leader as well. The Huntmaster’s arrows and blades are excellent at crippling the movement of their enemies even as they command charges and flanks upon their hunting pack.
Aberrant Paths: Two Paths diverge from that of the Relentless Huntmaster: the Horned Huntmaster and the Shamanic Huntmaster. The Horned Huntmaster evokes the horrors of legend, a bloodhound for the Underworld. The latter is a spiritual being that invokes the spiritual power of the wild places of the world.
- any 10th level Marksman feature
- Lead the Hunt skill
- Pursue Quarry feat
- Trophy Hunter skill
- Bardic Mastery skill or Bardic Expertise skill
Affiliations: The most known and respected members of this Path hail from the knightly orders in House Graellen and the Order of the Hawk from Callas Selvarion. These trackers command small groups of elite guardians to bring safety to their Kingdoms and track down outlaws. The Huntmasters belonging to the Order of Patience in Ixia follow a similar ethos, though some say they are far more secretive and far more ruthless in their deeds.
The mercenaries of Roughrigger enterprises are known and feared for their Relentless Huntmasters. This guild from Malak Travak seeks out bounties from authorities and criminals with a relish, taking their fill with the maximum amount of violence and the least amount of oversight possible.
Entrance: Initiation into this Path requires several things from those that would walk it: leadership, clarity, accuracy and resilience. This Path’s instructors design their trials and rites accordingly, seeking to draw out those who exemplify and display these traits and kill those who do not — just as the wilderness is without mercy, so too are those who hunt amidst it. These crucibles place the would-be Huntmaster in the helm of a great hunt, on the trail of a mythical beast or a dangerous individual – woe be to those who fail, but greater peril may await those who actually succeed in meeting their designated prey.
Phys-rep Requirements: Relentless Huntmasters attire themselves much as described in the Trophy Hunter skill: they must bear and openly display various trinkets and trophies of their successful hunts. This stand as a warning to those that would cross them and a display of their pride to those that recognize their accessorize for what they are. Many Huntmasters even wear a hunter’s helm, a helm ornamented with antlers, horns, or the head of a vicious beast – personally hunted by the Huntmaster themselves.
Attunement/Cost: Every moon, the Relentless Huntmaster offers a piece of the wilderness back to it. Sacrifice a latent effect slot in meditative quiet and contemplation to be granted hunting prowess and hunting luck by the intangible spirits of the wild. Label this slot with the name of this Path.
Hunting Pack: A good predator hunts alone but a masterful one catches prey alongside a pack. So too do you hunt and seek, with a Pack of individuals that you trust and who trust you. Similar to the Warrior’s Comrade-in-arms skill, you may designate up to three allies as members of your “Hunting pack”. Being so occupies one of their Latent effect slots, though they must have a token of yours to distinguish them from others – this must can be a small as a ring or as big as a cloak with your personal symbol.
Furthermore, you may now learn Warcry feats as though you had the Banner of Battle skill.
Lastly, you may use the Patient Archer skill to waive the SP cost of the Hobbling Shot feat, allowing you and your Pack to more easily pursue and take down prey.
Relentless Harrier: When you use the Pursue Quarry feat, invoke it as “Master Pursue Quarry”. This expends 5 SP from you but defeats Escape effects that would otherwise negate pursuits. This has no effect on Fading or Vanishing effects as those remove their users from Midworld entirely. Your would-be companions must be within a step and an arm’s reach of you.
Furthermore, when your target finishes their escape count and re-enters the game, you may immediately touch up to 3 of your allies and heal them. To do so, invoke “The Hunt nears its end” and then touch your allies and invoke “Heal 10” each time.
No Stone Unturned (requires Superior Tracker skill): When you use the Sense Hidden feat, you may expend 10 SP instead to say “Master Sense Hidden”. This allows you to defeat the Master Camouflage skill and similar abilities of that tier, but not the Superior Camouflage ability.
When you each Tier 7 of this Mythic Path, you may instead invoke a “Superior Sense Hidden” – this defeats Superior Camouflage. In addition to costing 10 Spirit Points, this surge of power Dazes and Weakens you for 60 seconds – these two effects may not be defended against or reduced.
Huntmaster’s Gambit: Once per moon, you may accomplish a feat of tactical mastery, driving your Pack forward and onward into danger and glory. You may invoke one of the options listed below.
“Huntmaster’s Rush!” – Invoke “Huntmaster’s Rush” and perform up to three ranged attacks that each inflict a “Piercing, Knockback 10”. Immediately afterward, you may gain an “expert” (0 SP) use of the Cry Havoc feat or the Rallying Warcry feat.
“Huntmaster’s Noose!” – Invoke “Huntmaster’s Noose” and perform up to three ranged attacks that each inflict a “Piercing, Snare 10”. Immediately afterward, you may gain an “expert” (0 SP) use of the Cry Havoc feat or the Rallying Warcry feat.
Hobble the Prey (requires Snap Shot skill): Your ability to slow your targets continues to expand, to the point that you can do so without taking time to aim. Whenever you use Snap shot, you may choose to inflict an “Expert Cripple Left Leg 30” (or right leg, if you so choose).
If you use Snap Shot in this fashion, you may use Snap Shot again after only 60 seconds, similar to the Bow-slinger sub-class.
Mighty Command (Requires Commanding Voice skill): You may use the Stirring Warcry and the Call to Arms feats to affect even those out of your command. After you perform either feat, you may touch one or two allies within weapon reach and say “Remove X” (where X is the control effect you wish to remove that the preceding Warcry would have affected).
Guardian of the Pack: The Huntmaster and their Pack are one being and as such, it is easy for you to defend your Pack members when they are under assault. You may augment your Parry feat or Dodge feat to allow it to affect a distant ally. To do so, invoke the feat as “Intercept Parry” or “Intercept Dodge” and strike the ally you wish to protect with an arrow or spell-packet. This represents your arrow or thrown weapon deflecting an attack meant for your ally. Doing this does not require an aim count.
Furthermore, you may now use the Huntmaster’s Gambit once per Period instead of only once per Moon and you gain an additional option in its use:
Huntmaster’s Rescue: Invoke the name of one of your Pack Members within 30 feet. When you have their attention, point at them and say “Huntmaster’s Rescue: Revive, Heal 30”. You may do this a second time and a third time immediately afterward with a different Pack member reach time.
Share in the Kill (requires Trophy Hunter skill): Though some may feast first before others, a kill is always shared amongst the members of a Pack. Whenever you benefit from the Trophy Hunter skill, you instead gain 20 AP instead of 10 AP. Furthermore, you may invoke “Share in the Kill” to grant it to a member of your Hunting Pack if they are within weapon reach.
Rally the Fallen: (requires Song of the Heart skill) When you use Song of the Heart to revive someone from their Death Count or their Critical Death Count, you also heal them for 10 HP.
Furthermore, you may replace the song with an inspirational speech that lasts for the requisite amount of time.
Hide in Shadows (requires Master Camouflage skill): After 30 seconds of channeling which may not be waived or reduced in any way, you may spend 10 Spirit Points and invoke “Hide in Shadows, Superior Camouflage” to enter a hidden state similar to Master Camouflage and following its locational and positional requirements. Hide in Shadows can be used during night or day. While in this state, if you are detected by Sense Hidden, It’s a Trap or similar spells/feats, you may attempt to negate the attempt by responding with “Superior Camouflage. Other characters cannot see or pinpoint your location unless they specifically use abilities that specifically can defeat Superior Camouflage, such as “Superior Sense Hidden”.
If Hide in Shadows is broken, you (and only you) gain three “Expert” uses (0 SP) of the Dodge feat that must be used within 60 seconds of becoming visible.
When you use this feature, you may also grant its effects unto one of your Hunting Pack, if they are within arm’s reach of you.
Huntmaster’s Command: Some hunters use a horn to rally their allies. For your own purposes and through you own talents, your voice is more than enough to rouse the fallen and rally the wounded. Whenever you use Huntmaster’s Gambit ability, you may also grant 2 SP to all Comrades within weapon reach at that moment as your resolve grants your allies the power to keep fighting.
Once per Short Rest, you may to point at a conscious member of your Hunting Pack within 30 feet and say their name, following it with “Rallying Words! Heal 10”. You may repeat this upon one other Packmember per use of this feature but this all must be done within the next 30 seconds.
Abberant Path: Horned Huntmaster
The wilderness is a fell and dark place, made all the darker with the Horned Huntmaster’s presence. These Marksmen have pledged soul and will to the Vaults of the Underworld, gaining great power in exchange. Now, they hunt not only with cunning and weaponry, but also with fear and madness. Horned Huntmasters
The Horned Huntmaster evokes menace upon those they hunt, becoming like an inexorable nightfall. Those who they mark often flee and become easy prey for the Huntmaster and his Pack. Yet, even the Hunting Pack is not immune to their leader’s terror – the Horned Huntmaster can use their presence to rally their Pack through pain and fear. The greatest followers of this Path are unstoppable – even during a failed hunt, they may retreat and take their Pack with them, willing and able to hunt and fight another day with greater ferocity and depravity. Some Marksmen use this ability heavily, haunting and taunting their prey until they decide to end their games and finish their foes.
- Must have the favor of a Demonic Patron
- Must have a Hell-forged Weapon that is attuned to you
Affiliation: These Marksmen are most known among the clergy of the Luccari and Koil Avesti, who use them to hunt Wodensons and Heretics, respectively.
Yet, beyond these shadowy faiths other the Horned Huntmasters exist. Clan Machta of Fir’bolg harbors and draws these Marksmen to them – for they befit the Clan’s words and ethos. Though contracts with Demons are outlawed in Gotterdammerung, it is rumored that Krieger Eisenwulf has a few of these Huntmasters on retainer, hunting the family’s enemies with glee and relish.
In addition to the options presented in Tier 3: Huntmaster’s Gambit, you may now choose to perform the Gambit presented below.
Huntmaster’s Mark: Before you perform this attack, inform your Hunting Pack within weapon’s reach that their next strike within 30 seconds against the targets of your Fear effects strikes for “Piercing 20 mortal-bane”. Afterward, say “Huntmaster’s Mark” and make up to three ranged attacks that each inflict a “Piercing, Fear 10”.
Flog the Pack: (requires Howl of Terror feat): When your Pack members are affected by a Fear or a Daze effect, you may shake them out of it by performing an attack that relies on your own personal brand of menace. You may say “Shake it off!” and then perform a melee attack that inflicts 10 damage (which cannot be decreased). If your target takes damage, you may say — “Remove Fear” or “Remove Daze”.
Instead of calling upon reserves of inspiration and commanding presence, Horned Huntmasters gain the ability to vanish from a difficult situation, to possibly return after they are more prepared. Also, they can take their Pack with them.
Once per Period, you may Channel for 3 seconds then say “the Hunt Never Ends” – you and any of your Hunting Pack within arm’s reach of you may perform a Whirlwind Fear 30 then enter a “Master Escape” effect for 60 seconds. You and your Pack are immune to the Fear inflicted by this ability.
This Escape attempt has the same protections as the “Maybe Next Time” feature of the Assassin.
Abberant Path: Shamanic Huntmaster
The wilderness can be fearsome and fell to many, but there are some for whom the wild is also wondrous and mysterious. Those fortunate enough to roster this Path treat these Huntmasters not as predators and killers but also as mentors and wisdoms. Privy to the secrets of spirit, beast and leaf, these Shamanic Huntmasters are guides to not only worldly realms but aethereal ones as well – their abilities allow them to befriend spirits, plants and animals.
In battle, these Huntmasters entangle their command and their cunning with spiritual power. Swiftness, strength and wisdom – these they offer and imbue their Pack, granting them the power of the wild through ancient rite and primal ceremony. Shamanic Huntmasters may even ignite a furious wrath within their Pack, allowing them to lash out with mighty blows and deadly spells beyond their normal abilities.
Affiliation: Those who roster the followers of this Mythic Path tend to be the holders of ancient and wild wisdoms. Clan Drustan of Fir’bolg and the Longhorn Clan of the Grellken are families with long lineages and keepers of tradition as well as honor.
The Valderion, the Wodenson clergy of Valder, is said to have several Shamanic Huntmasters in their ranks. They claim to be descendants of the Wodenbrud, the people that were conquered by the Jotun and driven into hiding.
- The Favor of a Great Totem or other Elemental Lord
- The Aura-sight or Spirit-sight skill
- Pierce Illusion feat
In addition to the “Hunting Pack” feature, Shamanic Huntmasters align themselves and their close allies with a Primal Essence. When beginning this Path, they must choose between one of the Primal Essences below:
Primal Fortitude: the mountain’s might, the bear’s fortitude and the badger’s tenacity.
Primal Quickness: the flame’s speed, the falcon’s grace and the viper’s swiftness
Primal Wisdom: the raven’s guile, the fox’s cunning and the sky’s insight
Once per Moon, when you designate your Hunting Pack, you may infuse them (and yourself) with Primal Essence. This expends a basic Earth, Fire or Wind component per person that you imbue. You do not need a component to imbue yourself. Common tradition demands that the supplicant brings his or her own component to this ritual, which requires at least 10 minutes of ceremonial reverence or worship to the primal spirits and totems of Midworld. This may involve meditation, ritual combat, dancing, chanting or any of these (or more).
When this is completed, those who sacrificed a component to the spirits are granted your choice of one of the benefits outlined below until the end of the current Moon.
- Primal Fortitude: 2 ranks of Toughness and the Totemic Guardian skill (rank 1) or the Armor Expertise skill (Warmaster’s choice).
- Primal Quickness: the Dodge feat. When this is used, you may immediately use it for second time, costing 0 SP. Invoke this feat as “Primal Dodge”. This special dodge cannot be used more than once per minute.
- Primal Wisdom: 2 ranks of Apotheosis. Furthermore, spellcasters may Channel for 5 additional seconds to add +5 to the damage or to the healing of their spells. This additional channeling time cannot be waived or reduced.
Shamanic Ambassador: You gain the Spirit-sight skill and the Spirit-medium skill of the Witch class, except that the latter works with your Hunting Pack, instead of Favored.
Furthermore, you gain the Witch’s Aethyric Envoy ability and the Natural Communion skill, as though you had it.
Instead of the “Huntmaster’s Command” feature, Shamanic Huntmasters are able to invoke elemental power within their Hunting Pack. The nature of this power depends on the Primal Essence that the Warmaster has attuned to.
Once per Period, you may expend a use of the Huntmaster’s Gambit to invoke one of the effects below based on the Primal Essence they selected. You grant the effects to yourself and your Packmembers within “whirlwind reach”. Inform your Hunting Pack in advance of the effects of this feature.
“Shamanic Fortitude!” They gain 30 AP (similar to Rallying Warcry) and their next weapon or spell attack within 60 seconds hits for 20 damage (instead of their normal damage).
“Shamanic Quickness!” They may invoke “minimal” damage from most sources for 10 seconds and their next 3 weapon or spell attacks hit for 20 damage, instead of their normal damage. These must be used while benefiting from the minimal damage.
“Shamanic Wisdom!” Heal 30. And they may bestow a Heal 20 with their next touch within 60 seconds.
Guardians and trackers, the Watcher-Sentinel misses nothing — be it a clue or a target.
Just as Midworld swarms with iniquity and chaos, there exist those who fight against injustice and anarchy – who hone senses and blades against outlaws and predators. When the rule of law is averted by brigand and thief, when the guard and the knight cannot dispense justice, the Watcher-sentinel is called to action. The bloodhounds and the hunter-seekers of their orders, even those skilled in the arts of elusion and stealth are given pause when they know that one of these Marksmen has been sent after them
Lawman and guardian, bounty hunter and scout – the Watcher-Sentinel serves these roles and more in the service of their cause. Some Watcher-sentinels are policing forces while others are information gatherers – yet, more than a few are sent to bring justice to outlaws and traitors, in the name of King and Country.
The Watcher-Sentinel melds cunning and skill with menace and stubbornness. Their arrows and blades are fired and hurled with unerring precision. They are known to change their technique to fit their targets, striking down undead or demons with the same ease that they would dispatch mortal folk and rabid beasts. Even when they are not on the hunt, they remain a force to be reckoned with: their skills at mending wounds rival their own skills at causing them, befitting their usual role as the protectors of the innocent and the guardians of the lawful.
Abberant Paths: The two Aberrant Paths that diverge from this one empower their followers with Dark energies or Holy energies. The Bloodless Sentinel is the former, utilizing fell powers to gain longevity and “stubbornness” that only potent necromancies can grant. The latter is a sanctified seeker and punisher of sin, ordained by faith to cleanse the unjust from the land.
- any 10th level Marksman feature
- Deadly Precision skill
- Deadly Arrow feat
- Expert Hunter-gatherer skill
- Know thy enemy skill (rank 1)
Affiliations: Many Watcher-Sentinels are trained by or recruited by those who would maintain law and order in their particular Kingdoms. In particular, House Macha of Pendrakken, Callas Selvarion’s Order of the Heron and Kenrei’s Obsidian Sword are all organizations tasked to the supremacy of law and the keeping of order in their sovereign lands and beyond.
On the other hand, the Trustworth Securities guild, the Red Scales guild and Krieger Nibelung are mercenary entities that utilize and roster these Marksmen. Instead of pursuing justice and maintaining law, these Watcher-Sentinels are tasked toward the advancement of their organization, be it the guardianship of important materiel or the rendering of vengeance.
Entrance: Those who guide initiates into this Path typically train students to hone their already potent senses and skills. Also part of this initiation is sending students to ensure the safety of an item or an important person. On rare occasion, those who would follow this Path are sent to seek out and find those who have wronged their masters or someone who has employed their masters – unerringly, these persons tend to be people of great power and importance that are perilous to even seek out.
Phys-rep Requirements: Though their abilities to specifically require it, most Watcher-Sentinels have similar physical requirements as the Cautious Harvester skill – namely, gloves and a protective covering over the face. For some it is as simple as goggles and armored, fingerless gloves. More genteel Watcher-Sentinels prefer spectacles or monocles as well as armored, ornamented gloves for their task.
Attunement: The physical and spiritual costs of entering this Path have marked your soul. One of your latent effect slots is irrevocably taken by this Path (label it accordingly). Should you somehow lose this Path, you also permanently lose that Latent effect slot.
Infallible Precision: When you use the Deadly Precision skill, you may perform a 3 second aim count to turn your second attack becomes into a Piercing effect (if it is not already augmented) and its damage is increased by 10 if it inflicts damage. You may only use Infallible Precision if your attack negated by the Dodge feat, the Block feat or the Parry feat, or if it hits the target’s weapon or shield instead of their body. Invoke “Infallible Precision” instead of “Deadly Precision”. This increase in damage happens only once per particular shot – it does not cascade into a huge bonus to damage everytime you miss.
If you continue to miss, you may continue to re-try the attack and the aim count increases by 3 seconds every time (e.g. 6 seconds for your third attack, etc). If you take damage or any Control effect, this feature is interrupted and stops working for that particular attack.
Furthermore, you may use the Patient Archer skill to perform the Pierce Shield feat.
Keen Senses, Swift Hands (Cautious Harvester or Medical Harvest skill): Your brilliance and insight keens your senses beyond even that of most mortal capacity. Your Harvest and your Quick Search counts only require 7 seconds instead of 10 seconds. Invoke “Watcher’s Harvest” or “Watcher’s Quick Search” at the end of the count.
Similarly, using the Sense Hidden effect requires only 3 seconds of observation.
Lastly, When you are hit by a trap, you may halve the amount of damage or control effects you would normally take. This also includes the effects of disjuncting a Conjuration through the Skullduggery or Artificer skills.
Know thy Weakness (Patient Archer skill): Your knowledge of weaknesses and your martial skill allow you to more easily strike at your enemy’s vital areas, regardless if they are mortals, beasts or spirits.
Also, you may now use the Patient Archer skill to use the Deadly Arrow feat for 0 SP.
Extraordinary Awareness: Such is your skill at observation and deduction that you are able to perceive the supernatural. You gain the Aura-sight skill and the Spirit sight skill, although you remain unable to talk to spirits if cannot already do so.
Furthermore, you may do one of the following once per Period:
- Invoke “Extraordinary Awareness: No effect” to negate the effects of a Trap that just hit you
- Invoke “Extraordinary Awareness: No effect” to negate the effects of the Cutpurse skill or a similar ability that has just been used against you.
- Invoke “Extraordinary Awareness” to determine a person within arm’s reach of you is disguised or not. If you are familiar with them in any way, you recognize them to be the persona(s) that you know.
- Invoke “Extraordinary Awareness: Negate Poker Face” to defeat one use of the Poker Face skill (or similar skills). Clarify as necessary
Swift Recovery (requires Quicken Recovery skill): When you use the Quicken Recovery to cure Control effects, your knowledge of medicine and behavior allows you to vastly improve your process. It only takes 5 seconds of treatment to do this and you may do this to two individuals at arm’s length at the same time. You may also do this if their afflictions are different, though said effects must be curable by Quicken Recovery.
You cannot Hide (requires Blind Fighting skill and Sense Hidden feat): When you use the Sense Hidden feat, you may expend 10 SP instead to say “Master Sense Hidden”. This allows you to defeat the Master Camouflage skill and similar abilities of that tier, but not the Superior Camouflage ability.
When you each Tier 7 of this Mythic Path, you may instead invoke a “Superior Sense Hidden” – this defeats Superior Camouflage. In addition to costing 10 Spirit Points, this surge of power Dazes and Weakens you for 60 seconds – these two effects may not be defended against or reduced.
Superior Awareness: Whenever you use Aura-sight skill or the Medicine Man skill’s Examine action upon a patient, you may say “Watcher’s Examination” or “Watcher’s Aura-sight” instead. Doing this bypasses Shroud-type defenses, but only for the purposes of discovering if someone is Diseased, Poisoned or Cursed.
Furthermore, whenever you augment your Dodge or Evade feat with “Blind”, it costs only 1 SP instead of its normal cost.
You cannot Run (requires Lead the Hunt skill): When you use the Pursue Quarry feat, you may invoke it as “Master Pursue Quarry”. This expends 5 SP from you but defeats Escape effects that would otherwise negate pursuits, this has no effect on Fading or Vanishing effects as those remove their users from Midworld entirely.
Furthermore, when your target finishes their escape count and re-enters the game, you may immediately heal yourself. To do so, invoke “The Hunt nears its end, Heal 20” to regain up to 20 HP.
Quickened Mending (requires Master of Medicine skill): If you work only on one patient, your Bind Wounds action only takes 10 seconds of treatment instead of 30 seconds. Similarly, your Treat Wounds action cures 20 HP for every 30 seconds of treatment.
Tell me Everything (requires Gather Information and Interrogate feats): You may use the Gather Information feat after 1 minute of threatening conversation instead of the normal requirement.
Also, if your Sense Deception, Gather Information or Interrogate feat is negated by the Poker Face skill or any feat or spell, inform your target that it requires 2 additional SP to negate it. Lastly, you may also inflict a Fear 10 upon the target whether they resist your inquiries or not.
Dead-eye Shot: Once per Period, you may perform a special ranged weapon attack that combines your archery or throwing skills with your superior insight and attention to details. After an aim count of 30 seconds, you may declare a “Dead-eye Shot” and throw an arrow or spell-packet that inflicts one of the following (your choice):
- Piercing, 50 Bane damage (as per the Deadly Arrow feat)
- Killing Blow, 50 Bane damage (as per the Deadly arrow feat)
- Master, 50 Bane damage (as per the Deadly arrow feat)*
If you miss your target or the attack is otherwise negated, you may try a second time (and only a second time) as though the Deadly Precision skill was applicable and used to allow for a “retry”.
Furthermore, the damage bonuses from the Sneak Attack, Missile Specialist or Point Blank Shot features increase to a +5, if they are +4 or lower.
*Master damage cannot be negated or resisted by any Feat or Spell, though per Period abilities may do so. This is similar to “Master Assassinate”.
Abberant Path: Bloodless Sentinel
There is a rite that is known by precious few necromancers that can bind a soul to a body through a talisman. This grants the subject a physical resilience unknown to most Mortals, at the cost of corruption and an eventual madness. Most who undergo this rite fail and die or fail and rise up as monstrosities. However, those of powerful will who suffer this crucible of a rite and emerge with their own mind and the ability to pursue enemies to the ends of Midworld become Bloodless Sentinels – both unliving and unrelenting.
This Path takes the dogged relentlessness of its original Path to new depths, defying even the unravelling of their mortal coil. These women and men ignore pain and fear in pursuit of their prey, letting nothing slow them down or stay their hand. In addition to their new state, these Marksmen also gain access to a few sorceries that can mend wounds or inflict injuries. Unfortunately, Bloodless Sentinels must now conceal themselves from the sun – their newest and greatest enemies.
- Master Talismonger skill
- Must be attuned to a Bloodless Phylactery talisman
Affiliations: Khasat Khosodam and Krieger Dammerlicht are families in the northern Kingdoms of Midworld that esteem sorcery and subterfuge most of all. It is only natural then that they would possess the knowledge of this Path and roster these Marksmen to advance their goals.
Similarly, the King-slayer crew of Labyrinthium, the Kyrasar of Jotunbrud and the White-mamba Clan of the Grellken train and employ Bloodless Sentinels among their ranks. Instead of being in roles of guardianship, they often assist in duties of spycraft, skullduggery and assassination.
Attunement/Cost: In order to use the features of this Path, your Bloodless Phylactery must be attuned to you.
Unique Talisman (Head, Neck or Belt only)
Property: (1/SR) Invoke “Bloodless Phylactery” to negate an attack that inflicts a Mortal effect or a killing blow and/or regain 5 HP.
Affinity (Bloodless Sentinel): As a response to any healing spell that you receive, you may heal yourself for an additional “Heal 5”. This property cannot be used in addition to any similar response-type effects.
Special: This Phylactery cannot be used by its wearer unless they have sacrificed 1 life to it beforehand.
Cost: pure Death x1, rare Holy x1, rare Earth x1, Attuned’s Life x1
Attunement: basic Death x3
Phys-rep: Head, Neck or Belt Talisman only with a blood or death theme
Phys-rep requirements: It is expected that the followers of this Path wear clothing and garments that covers their skin and new undead form. When dressing thusly for the summer months, the issue of heat exhaustion and the like should be noted.
You are also required to have a Bloodless Phylactery upon your person.
In addition to the new abilities granted to you at Tier 1 of the Watcher-sentinel Path, your closeness to death has allowed you access to resilience beyond that of most Marksmen.
While you are attuned to your own Bloodless Visage, you are now able to learn the Disciple and Master skills for the Bloodcraft and Fleshcraft disciplines. This also allows you to learn the spells for those disciplines.
However, once you begin on this Path – light and hope become foreign concepts to you. When any sunlight (and only sunlight) touches your unclothed skin, you burn and become Dazed until at least 10 seconds after you have covered yourself or removed yourself to a place of shade. You are also considered a Greater Undead for the purposes of spells and effects – you are no longer a Mortal-type creature.
On the other hand, you cease to age – retaining whatever youth you currently possess. It is believed that when you have reached twice your Race’s natural age limit, an unquenchable bloodthirst possesses you and you murder everyone close to you and everyone close to them before fading into whispers and regrets. Due to the rarity of this Path and the secrecy of those who roster it, the truth of this belief has yet to be verified.
Bloodless Soul: As a Bloodless Sentinel, you have accepted your own doomed destiny, making you highly resistant to certain effects. You gain the Endure Pain and the Spurn Death feats if you do not have them yet. Furthermore, using the Endure Pain feat renders you immune to Pain effects for the next 10 seconds. Using Spurn Death does the same but for Mortal effects.
Instead of invoking divine energy to destroy enemies or save allies, Bloodless Sentinels may forestall their demise by drawing upon the Bloodless Phylactery. This is usable once per Period.
To do this, invoke “What is Bloodless cannot Bleed! Revive, Heal 50”. You may do this even if you are at your Critical Death count. You arise afterward but are possessed of an unholy hunger. You are compelled to perform a Killing Blow upon 3 different creatures within the next 10 minutes – failure to do so inflicts a Master Daze and Master Weakness effect upon you that persists until you take a Short Rest.
Abberant Path: Watcher-Purifier
Watcher-Purifiers are not merely lawbringers and guardians, but they do so in the service of faith and the gods – a difference that makes them all the more dangerous than their mundane brethren. These Marksmen are trained and rostered by the bigger and darker faiths of Midworld to seek out, apprehend and extinguish heretics and anathema to their creeds and churches. Their clergy tends to regard them as outsiders, thereby surrounding these women and men with an air of suspicion and menace. Truthfully, they are often recruited from the Chosen of the faith but trained by the highest echelons to act as watchdogs and bloodhounds for the upper ranks.
To those goals, the Watcher-Purifier is well served even by the basic abilities of their Path. However, with the empowerment granted by their ordination and their own faith, they receive not only the legal wherewithal to perform their (often grim ) duties, but they also are bestowed additional abilities to ensure the success of their missions. Not only is the clergy of the faith more vulnerable to your attacks and your inquiries, you are also blessed with the ability to deny attempts at deceptions and ambushes from heretical Chosen or even other more mundane threats.
- Master Researcher skill
- Ordination by a high priest of your religion
Affiliation: As the result of a need fulfilled, Watcher-Purifiers tend to be rostered at larger churches that do not possess the Inquisition sphere. The state church of the Jotunbrud, the Luccari, has raised such an order in their ranks. The same goes for the church of the Maker in the Iron Kingdom and the Qabbalim of Labyrinthium’s Inthian Spell-tower. These organizations find prospective Marksmen who display both skill and faith, recruiting and indoctrinating them to their causes.
Even smaller creeds and churches may harbor Watcher-Purifiers among their clergy. It is believed that the Mark of Blood in Fir’bolg and the Path of Bat-hala among the Riverfolk have these Marksmen on missions of purification. The primal faiths of the Grellken train and make use of these individuals as well: these “Priest-hunters” reflect the wild and predatory nature of the Oana, hunting and destroying those that would betray the edicts of the gods.
Additional Phys-rep requirements: You are required to wear a tabard, coat or a similar garment that openly displays the symbol of your faith.
In addition to the abilities you receive at Tier 1: Piercing Accuracy, you also gain the ability and the sanction to punish those who would blaspheme against your faith.
When you use the Deadly Arrow feat, it inflicts 5 more points of damage than normal if you use it against a Chosen of your religion who is wearing its holy symbol.
Additionally, you gain a similar bonus to damage against someone that you see physically harming a Priest or a Chosen of your religion. This bonus persists for up to one hour after they commit this blasphemy.
Instead of Extraordinary Awareness, you instead get the Read the Soul feature of the Seeker sub-class. This is usable once per Period until Tier 5, where it becomes usable once per Period.
You also gain the Aura-sight and the Spirit sight skills. The latter allows you to speak to spirits.
Question the Heretic (requires Analyze Weakness skill or a similar skill or spell): The members of your faith find it incredibly difficult to lie or hide anything from you.
Using the Poker Face skill or similar effects to defend against your Detect Information effects (e.g. Gather Info, Sense Deception, etc) costs 5 Spirit Points if the person doing so is a Chosen of your faith. This SP cost cannot be increased further.
Furthermore, an Avatara using the Suggestion feat upon you does not affect you. In fact, if you have properly declared yourself as a member of your faith beforehand, the Suggestion feat not only fails but also costs them 5 SP.